#include "angband.h"
#include "core.h"
#include "util.h"

#include "cmd-magiceat.h"
#include "avatar.h"
#include "floor.h"
#include "object-flavor.h"
#include "player-status.h"
#include "player-class.h"
#include "spells-status.h"
#include "spell/spells-type.h"
#include "monster.h"
#include "cmd-spell.h"
#include "player-effects.h"
#include "object/object-kind.h"
#include "targeting.h"
#include "realm/realm-song.h"
#include "view/display-main-window.h"

/*!
 * @brief モンスター回復処理
 * @param caster_ptr プレーヤーへの参照ポインタ
 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
 * @param dam 威力
 * @return 作用が実際にあった場合TRUEを返す
 */
bool heal_monster(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
{
	BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
	return (project_hook(caster_ptr, GF_OLD_HEAL, dir, dam, flg));
}


/*!
 * @brief モンスター加速処理
 * @param caster_ptr プレーヤーへの参照ポインタ
 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
 * @param power 効力
 * @return 作用が実際にあった場合TRUEを返す
 */
bool speed_monster(player_type *caster_ptr, DIRECTION dir, int power)
{
	BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
	return (project_hook(caster_ptr, GF_OLD_SPEED, dir, power, flg));
}


/*!
 * @brief モンスター減速処理
 * @param caster_ptr プレーヤーへの参照ポインタ
 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
 * @param power 効力
 * @return 作用が実際にあった場合TRUEを返す
 */
bool slow_monster(player_type *caster_ptr, DIRECTION dir, int power)
{
	BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
	return (project_hook(caster_ptr, GF_OLD_SLOW, dir, power, flg));
}


/*!
 * @brief モンスター催眠処理
 * @param caster_ptr プレーヤーへの参照ポインタ
 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
 * @param power 効力
 * @return 作用が実際にあった場合TRUEを返す
 */
bool sleep_monster(player_type *caster_ptr, DIRECTION dir, int power)
{
	BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
	return (project_hook(caster_ptr, GF_OLD_SLEEP, dir, power, flg));
}


/*!
 * @brief モンスター拘束(STASIS)処理
 * @param caster_ptr プレーヤーへの参照ポインタ
 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
 * @return 作用が実際にあった場合TRUEを返す
 * @details 威力はプレイヤーレベル*2に固定
 */
bool stasis_monster(player_type *caster_ptr, DIRECTION dir)
{
	return (fire_ball_hide(caster_ptr, GF_STASIS, dir, caster_ptr->lev * 2, 0));
}


/*!
 * @brief 邪悪なモンスター拘束(STASIS)処理
 * @param caster_ptr プレーヤーへの参照ポインタ
 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
 * @return 作用が実際にあった場合TRUEを返す
 * @details 威力はプレイヤーレベル*2に固定
 */
bool stasis_evil(player_type *caster_ptr, DIRECTION dir)
{
	return (fire_ball_hide(caster_ptr, GF_STASIS_EVIL, dir, caster_ptr->lev * 2, 0));
}


/*!
 * @brief モンスター混乱処理
 * @param caster_ptr プレーヤーへの参照ポインタ
 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
 * @param plev プレイヤーレベル(=効力)
 * @return 作用が実際にあった場合TRUEを返す
 */
bool confuse_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
{
	BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
	return (project_hook(caster_ptr, GF_OLD_CONF, dir, plev, flg));
}


/*!
 * @brief モンスター朦朧処理
 * @param caster_ptr プレーヤーへの参照ポインタ
 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
 * @param plev プレイヤーレベル(=効力)
 * @return 作用が実際にあった場合TRUEを返す
 */
bool stun_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
{
	BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
	return (project_hook(caster_ptr, GF_STUN, dir, plev, flg));
}


/*!
 * @brief チェンジモンスター処理
 * @param caster_ptr プレーヤーへの参照ポインタ
 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
 * @param power 効力
 * @return 作用が実際にあった場合TRUEを返す
 */
bool poly_monster(player_type *caster_ptr, DIRECTION dir, int power)
{
	BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
	bool tester = (project_hook(caster_ptr, GF_OLD_POLY, dir, power, flg));
	if (tester)
		chg_virtue(caster_ptr, V_CHANCE, 1);
	return(tester);
}


/*!
 * @brief クローンモンスター処理
 * @param caster_ptr プレーヤーへの参照ポインタ
 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
 * @return 作用が実際にあった場合TRUEを返す
 */
bool clone_monster(player_type *caster_ptr, DIRECTION dir)
{
	BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
	return (project_hook(caster_ptr, GF_OLD_CLONE, dir, 0, flg));
}


/*!
 * @brief モンスター恐慌処理
 * @param caster_ptr プレーヤーへの参照ポインタ
 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
 * @param plev プレイヤーレベル(=効力)
 * @return 作用が実際にあった場合TRUEを返す
 */
bool fear_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
{
	BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
	return (project_hook(caster_ptr, GF_TURN_ALL, dir, plev, flg));
}


bool time_walk(player_type *creature_ptr)
{
	if (creature_ptr->timewalk)
	{
		msg_print(_("既に時は止まっている。", "Time is already stopped."));
		return FALSE;
	}

	creature_ptr->timewalk = TRUE;
	msg_print(_("「時よ！」", "You yell 'Time!'"));
//	msg_print(_("「『ザ・ワールド』！時は止まった！」", "You yell 'The World! Time has stopped!'"));
	msg_print(NULL);

	creature_ptr->energy_need -= 1000 + (100 + creature_ptr->csp - 50)*TURNS_PER_TICK / 10;
	creature_ptr->redraw |= (PR_MAP);
	creature_ptr->update |= (PU_MONSTERS);
	creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
	handle_stuff(creature_ptr);
	return TRUE;
}


/*!
 * @brief プレイヤーのヒットダイスを振る / Role Hitpoints
 * @param creature_ptr プレーヤーへの参照ポインタ
 * @param options スペル共通オプション
 * @return なし
 */
void roll_hitdice(player_type *creature_ptr, spell_operation options)
{
	HIT_POINT min_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 3 / 8;
	HIT_POINT max_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 5 / 8;

	/* Rerate */
	while (TRUE)
	{
		/* Pre-calculate level 1 hitdice */
		creature_ptr->player_hp[0] = (HIT_POINT)creature_ptr->hitdie;

		for (int i = 1; i < 4; i++)
		{
			creature_ptr->player_hp[0] += randint1(creature_ptr->hitdie);
		}

		/* Roll the hitpoint values */
		for (int i = 1; i < PY_MAX_LEVEL; i++)
		{
			creature_ptr->player_hp[i] = creature_ptr->player_hp[i - 1] + randint1(creature_ptr->hitdie);
		}

		/* Require "valid" hitpoints at highest level */
		if ((creature_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
			(creature_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
	}

	PERCENTAGE percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
		(2 * creature_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));

	/* Update and redraw hitpoints */
	creature_ptr->update |= (PU_HP);
	creature_ptr->redraw |= (PR_HP);
	creature_ptr->window |= (PW_PLAYER);

	if (!(options & SPOP_NO_UPDATE)) handle_stuff(creature_ptr);

	if (!(options & SPOP_DISPLAY_MES)) return;

	if (options & SPOP_DEBUG)
	{
		msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
		creature_ptr->knowledge |= KNOW_HPRATE;
		return;
	}

	msg_print(_("体力ランクが変わった。", "Life rate is changed."));
	creature_ptr->knowledge &= ~(KNOW_HPRATE);
}


bool life_stream(player_type *creature_ptr, bool message, bool virtue_change)
{
	if (virtue_change)
	{
		chg_virtue(creature_ptr, V_VITALITY, 1);
		chg_virtue(creature_ptr, V_UNLIFE, -5);
	}

	if (message)
	{
		msg_print(_("体中に生命力が満ちあふれてきた！", "You feel life flow through your body!"));
	}

	restore_level(creature_ptr);
	(void)set_poisoned(creature_ptr, 0);
	(void)set_blind(creature_ptr, 0);
	(void)set_confused(creature_ptr, 0);
	(void)set_image(creature_ptr, 0);
	(void)set_stun(creature_ptr, 0);
	(void)set_cut(creature_ptr,0);
	(void)restore_all_status(creature_ptr);
	(void)set_shero(creature_ptr, 0, TRUE);
	handle_stuff(creature_ptr);
	hp_player(creature_ptr, 5000);

	return TRUE;
}


bool heroism(player_type *creature_ptr, int base)
{
	bool ident = FALSE;
	if (set_afraid(creature_ptr, 0)) ident = TRUE;
	if (set_hero(creature_ptr, creature_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
	if (hp_player(creature_ptr, 10)) ident = TRUE;
	return ident;
}


bool berserk(player_type *creature_ptr, int base)
{
	bool ident = FALSE;
	if (set_afraid(creature_ptr, 0)) ident = TRUE;
	if (set_shero(creature_ptr, creature_ptr->shero + randint1(base) + base, FALSE)) ident = TRUE;
	if (hp_player(creature_ptr, 30)) ident = TRUE;
	return ident;
}


bool cure_light_wounds(player_type *creature_ptr, DICE_NUMBER dice, DICE_SID sides)
{
	bool ident = FALSE;
	if (hp_player(creature_ptr, damroll(dice, sides))) ident = TRUE;
	if (set_blind(creature_ptr, 0)) ident = TRUE;
	if (set_cut(creature_ptr,creature_ptr->cut - 10)) ident = TRUE;
	if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
	return ident;
}


bool cure_serious_wounds(player_type *creature_ptr, DICE_NUMBER dice, DICE_SID sides)
{
	bool ident = FALSE;
	if (hp_player(creature_ptr, damroll(dice, sides))) ident = TRUE;
	if (set_blind(creature_ptr, 0)) ident = TRUE;
	if (set_confused(creature_ptr, 0)) ident = TRUE;
	if (set_cut(creature_ptr,(creature_ptr->cut / 2) - 50)) ident = TRUE;
	if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
	return ident;
}


bool cure_critical_wounds(player_type *creature_ptr, HIT_POINT pow)
{
	bool ident = FALSE;
	if (hp_player(creature_ptr, pow)) ident = TRUE;
	if (set_blind(creature_ptr, 0)) ident = TRUE;
	if (set_confused(creature_ptr, 0)) ident = TRUE;
	if (set_poisoned(creature_ptr, 0)) ident = TRUE;
	if (set_stun(creature_ptr, 0)) ident = TRUE;
	if (set_cut(creature_ptr,0)) ident = TRUE;
	if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
	return ident;
}


bool true_healing(player_type *creature_ptr, HIT_POINT pow)
{
	bool ident = FALSE;
	if (hp_player(creature_ptr, pow)) ident = TRUE;
	if (set_blind(creature_ptr, 0)) ident = TRUE;
	if (set_confused(creature_ptr, 0)) ident = TRUE;
	if (set_poisoned(creature_ptr, 0)) ident = TRUE;
	if (set_stun(creature_ptr, 0)) ident = TRUE;
	if (set_cut(creature_ptr,0)) ident = TRUE;
	if (set_image(creature_ptr, 0)) ident = TRUE;
	return ident;
}


bool restore_mana(player_type *creature_ptr, bool magic_eater)
{
	if (creature_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
	{
		int i;
		for (i = 0; i < EATER_EXT * 2; i++)
		{
			creature_ptr->magic_num1[i] += (creature_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : creature_ptr->magic_num2[i] * EATER_CHARGE / 3;
			if (creature_ptr->magic_num1[i] > creature_ptr->magic_num2[i] * EATER_CHARGE) creature_ptr->magic_num1[i] = creature_ptr->magic_num2[i] * EATER_CHARGE;
		}

		for (; i < EATER_EXT * 3; i++)
		{
			KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
			creature_ptr->magic_num1[i] -= ((creature_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : creature_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
			if (creature_ptr->magic_num1[i] < 0) creature_ptr->magic_num1[i] = 0;
		}

		msg_print(_("頭がハッキリとした。", "You feel your head clear."));
		creature_ptr->window |= (PW_PLAYER);
		return TRUE;
	}
	
	if (creature_ptr->csp >= creature_ptr->msp) return FALSE;

	creature_ptr->csp = creature_ptr->msp;
	creature_ptr->csp_frac = 0;
	msg_print(_("頭がハッキリとした。", "You feel your head clear."));
	creature_ptr->redraw |= (PR_MANA);
	creature_ptr->window |= (PW_PLAYER);
	creature_ptr->window |= (PW_SPELL);
	return TRUE;
}


bool restore_all_status(player_type *creature_ptr)
{
	bool ident = FALSE;
	if (do_res_stat(creature_ptr, A_STR)) ident = TRUE;
	if (do_res_stat(creature_ptr, A_INT)) ident = TRUE;
	if (do_res_stat(creature_ptr, A_WIS)) ident = TRUE;
	if (do_res_stat(creature_ptr, A_DEX)) ident = TRUE;
	if (do_res_stat(creature_ptr, A_CON)) ident = TRUE;
	if (do_res_stat(creature_ptr, A_CHR)) ident = TRUE;
	return ident;
}


bool fishing(player_type *creature_ptr)
{
	DIRECTION dir;
	if (!get_direction(creature_ptr, &dir, FALSE, FALSE)) return FALSE;
	POSITION y = creature_ptr->y + ddy[dir];
	POSITION x = creature_ptr->x + ddx[dir];
	creature_ptr->fishing_dir = dir;
	if (!cave_have_flag_bold(creature_ptr->current_floor_ptr, y, x, FF_WATER))
	{
		msg_print(_("そこは水辺ではない。", "There is no fishing place."));
		return FALSE;
	}
	
	if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
	{
		GAME_TEXT m_name[MAX_NLEN];
		monster_desc(creature_ptr, m_name, &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[y][x].m_idx], 0);
		msg_format(_("%sが邪魔だ！", "%^s is standing in your way."), m_name);
		free_turn(creature_ptr);
		return FALSE;
	}

	set_action(creature_ptr, ACTION_FISH);
	creature_ptr->redraw |= (PR_STATE);
	return TRUE;
}


bool cosmic_cast_off(player_type *creature_ptr, object_type *o_ptr)
{
	/* Cast off activated item */
	INVENTORY_IDX inv;
	for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
	{
		if (o_ptr == &creature_ptr->inventory_list[inv]) break;
	}

	if (inv > INVEN_FEET) return FALSE;

	object_type forge;
	object_copy(&forge, o_ptr);
	inven_item_increase(creature_ptr, inv, (0 - o_ptr->number));
	inven_item_optimize(creature_ptr, inv);
	OBJECT_IDX o_idx = drop_near(creature_ptr, &forge, 0, creature_ptr->y, creature_ptr->x);
	o_ptr = &creature_ptr->current_floor_ptr->o_list[o_idx];

	GAME_TEXT o_name[MAX_NLEN];
	object_desc(creature_ptr, o_name, o_ptr, OD_NAME_ONLY);
	msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);

	/* Get effects */
	msg_print(_("「燃え上がれ俺の小宇宙！」", "You say, 'Burn up my cosmo!"));
	int t = 20 + randint1(20);
	(void)set_blind(creature_ptr, creature_ptr->blind + t);
	(void)set_afraid(creature_ptr, 0);
	(void)set_tim_esp(creature_ptr, creature_ptr->tim_esp + t, FALSE);
	(void)set_tim_regen(creature_ptr, creature_ptr->tim_regen + t, FALSE);
	(void)set_hero(creature_ptr, creature_ptr->hero + t, FALSE);
	(void)set_blessed(creature_ptr, creature_ptr->blessed + t, FALSE);
	(void)set_fast(creature_ptr, creature_ptr->fast + t, FALSE);
	(void)set_shero(creature_ptr, creature_ptr->shero + t, FALSE);
	if (creature_ptr->pclass == CLASS_FORCETRAINER)
	{
		P_PTR_KI = creature_ptr->lev * 5 + 190;
		msg_print(_("気が爆発寸前になった。", "Your force absorbs the explosion."));
	}

	return TRUE;
}


/*!
 * @brief プレイヤーの因果混乱処理 / Apply Nexus
 * @param m_ptr 因果混乱をプレイヤーに与えたモンスターの情報参照ポインタ
 * @return なし
 */
void apply_nexus(monster_type *m_ptr, player_type *target_ptr)
{
	switch (randint1(7))
	{
	case 1: case 2: case 3:
	{
		teleport_player(target_ptr, 200, TELEPORT_PASSIVE);
		break;
	}

	case 4: case 5:
	{
		teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
		break;
	}

	case 6:
	{
		if (randint0(100) < target_ptr->skill_sav)
		{
			msg_print(_("しかし効力を跳ね返した！", "You resist the effects!"));
			break;
		}

		teleport_level(target_ptr, 0);
		break;
	}

	case 7:
	{
		if (randint0(100) < target_ptr->skill_sav)
		{
			msg_print(_("しかし効力を跳ね返した！", "You resist the effects!"));
			break;
		}

		msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
		status_shuffle(target_ptr);
		break;
	}
	}
}


/*!
 * @brief プレイヤーのステータスシャッフル処理
 * @param creature_ptr プレーヤーへの参照ポインタ
 * @return なし
 */
void status_shuffle(player_type *creature_ptr)
{
	/* Pick a pair of stats */
	int i = randint0(A_MAX);
	int j;

	// todo ここのループは一体何をしている？
	for (j = i; j == i; j = randint0(A_MAX)) /* loop */;

	BASE_STATUS max1 = creature_ptr->stat_max[i];
	BASE_STATUS cur1 = creature_ptr->stat_cur[i];
	BASE_STATUS max2 = creature_ptr->stat_max[j];
	BASE_STATUS cur2 = creature_ptr->stat_cur[j];

	creature_ptr->stat_max[i] = max2;
	creature_ptr->stat_cur[i] = cur2;
	creature_ptr->stat_max[j] = max1;
	creature_ptr->stat_cur[j] = cur1;

	for (int k = 0; k < A_MAX; k++)
	{
		if (creature_ptr->stat_max[k] > creature_ptr->stat_max_max[k]) creature_ptr->stat_max[k] = creature_ptr->stat_max_max[k];
		if (creature_ptr->stat_cur[k] > creature_ptr->stat_max_max[k]) creature_ptr->stat_cur[k] = creature_ptr->stat_max_max[k];
	}

	creature_ptr->update |= PU_BONUS;
}
